58,253 research outputs found
Intellectual autonomy, epistemic dependence and cognitive enhancement
Intellectual autonomy has long been identified as an epistemic virtue, one that has been championed influentially by (among others) Kant, Hume and Emerson. Manifesting intellectual autonomy, at least, in a virtuous way, does not require that we form our beliefs in cognitive isolation. Rather, as Roberts and Wood (Intellectual virtues: an essay in regulative epistemology, OUP Oxford, Oxford, pp. 259–260, 2007) note, intellectually virtuous autonomy involves reliance and outsourcing (e.g., on other individuals, technology, medicine, etc.) to an appropriate extent, while at the same time maintaining intellectual self-direction. In this essay, I want to investigate the ramifications for intellectual autonomy of a particular kind of epistemic dependence: cognitive enhancement. Cognitive enhancements (as opposed to therapeutic cognitive improvements) involve the use of technology and medicine to improve cognitive capacities in healthy individuals, through mechanisms ranging from smart drugs to brain-computer interfaces. With reference to case studies in bioethics, as well as the philosophy of mind and cognitive science, it is shown that epistemic dependence, in this extreme form, poses a prima facie threat to the retention of intellectual autonomy, specifically, by threatening to undermine our intellectual self-direction. My aim will be to show why certain kinds of cognitive enhancements are subject to this objection from self-direction, while others are not. Once this is established, we’ll see that even some extreme kinds of cognitive enhancement might be not merely compatible with, but constitutive of, virtuous intellectual autonomy
Recommended from our members
Human-Centered Approaches in Geovisualization Design: Investigating Multiple Methods Through a Long-Term Case Study
Working with three domain specialists we investigate human-centered approaches to geovisualization following an
ISO13407 taxonomy covering context of use, requirements and early stages of design. Our case study, undertaken over three years, draws attention to repeating trends: that generic approaches fail to elicit adequate requirements for geovis application design; that the use of real data is key to understanding needs and possibilities; that trust and knowledge must be built and developed with collaborators. These processes take time but modified human-centred approaches can be effective. A scenario developed through contextual inquiry but supplemented with domain data and graphics is useful to geovis designers. Wireframe, paper and digital prototypes enable successful communication between specialist and geovis domains when incorporating real and interesting data, prompting exploratory behaviour and eliciting previously unconsidered requirements. Paper prototypes are particularly successful at eliciting suggestions, especially for novel visualization. Enabling specialists to explore their data freely with a digital prototype is as effective as using a structured task protocol and is easier to administer. Autoethnography has potential for framing the design process. We conclude that a common understanding of context of use, domain data and visualization possibilities are essential to successful geovis design and develop as this progresses. HC approaches can make a significant contribution here. However, modified approaches, applied with flexibility, are most promising. We advise early, collaborative engagement with data – through simple, transient visual artefacts supported by data sketches and existing designs – before moving to successively more sophisticated data wireframes and data prototypes
How Do You Feel, Developer? An Explanatory Theory of the Impact of Affects on Programming Performance
Affects---emotions and moods---have an impact on cognitive activities and the
working performance of individuals. Development tasks are undertaken through
cognitive processes, yet software engineering research lacks theory on affects
and their impact on software development activities. In this paper, we report
on an interpretive study aimed at broadening our understanding of the
psychology of programming in terms of the experience of affects while
programming, and the impact of affects on programming performance. We conducted
a qualitative interpretive study based on: face-to-face open-ended interviews,
in-field observations, and e-mail exchanges. This enabled us to construct a
novel explanatory theory of the impact of affects on development performance.
The theory is explicated using an established taxonomy framework. The proposed
theory builds upon the concepts of events, affects, attractors, focus, goals,
and performance. Theoretical and practical implications are given.Comment: 24 pages, 2 figures. Postprin
Social network ties beyond nonredundancy: An experimental investigation of the effect of knowledge content and tie strength on creativity
This is the author accepted manuscript. The final version is available from American Psychological Association via the DOI in this record.Social network research emphasizes the access to nonredundant knowledge content that network ties provide. I suggest that some content is more beneficial than others and that tie strength may affect creativity for reasons other than the associated structure. That is, tie strength may affect how individuals process nonredundant knowledge. I investigate 2 types of knowledge content-information (i.e., facts or data) and frames (i.e., interpretations or impressions)-and explore whether tie strength influences their effect on creativity. Drawing on creativity theory, I employ an experimental design to provide greater theoretical clarity and to isolate causality. According to the results from 2 studies, distinct frames received from contacts facilitate creativity, but the effect of distinct information is more complex. When individuals receive distinct information from strong ties, it constrains creativity compared to distinct frames. Content from weak ties appears to facilitate creativity across all scenarios. The results of mediated moderation analysis indicate the effect of framing versus information for strong ties is driven by decision-making time, as an indicator of cognitive expansion
Creativity and Information Systems: A Theoretical and Empirical Investigation of Creativity in IS
Be productive. Since the industrial revolution, managers have had an almost singular focus on equipping employees with productivity tools in productivity-supportive environments. Information technologies—systems designed to increase productivity—entered the marketplace in the 1980\u27s and were initially credited with the subsequent boom. Eventually, innovation was shown to be the primary spark, and the managerial focus shifted. Increasingly, the imperative is: be creative. This dissertation investigates how a technology environment designed to be fast and mechanistic influences the slow and organic act of creativity. Creativity—the production of novel and useful solutions—can be an elusive subject and has a varied history within Information Systems (IS) research so the first essay is devoted to conducting an historical analysis of creativity research across several domains and developing a holistic, technologically-aware framework for researching creativity in modern organizations. IS literature published in the Senior Scholar\u27s journals is then mapped to the proposed framework as a means of identifying unexplored regions of the creativity phenomenon. This essay concludes with a discussion of future directions for creativity research within IS. The second essay integrates task-technology fit and conservation of resources theory and employs an experimental design to explore the task of being creative with an IS. Borrowing from fine arts research, the concept of IS Mastery is introduced as a resource which, when deployed efficiently, acts to conserve resources and enhance performance on cognitively demanding creative tasks. The third essay investigates an expectedly strong but unexpectedly negative relationship between technology fit and creative performance. This finding launches an exploration into alternate study designs, theoretical models and performance measures as we search for the true nature of the relationship between creativity and technology fit. The essay concludes with an updated map of the technology-to-performance chain. These essays contribute to IS research by creating a technology-aware creativity framework for motivating and positioning future research, by showing that the IS is neither a neutral nor frictionless collaborator in creative tasks and by exposing the inhibiting effects of a well-fitting technology for creative performance
Scaffolds and design factors to increase creative outcomes in teaching Software Design and Testing
Graduates are expected to be able to provide holistic
solutions, capable of meeting diverse objectives simultaneously. We aim to investigate how students would conceptualize, make sense, desire to know, find solutions and subsequently progress to collaborate, communicate and create new artefacts. We hypothesize that there would be a higher likelihood of better quality design process, explanations as well as modelling outcomes if first, students can relate between the ability to analyse problems with the ability to conceptualize/model and second, the design of the task focuses on not only functional but more importantly sustaining positive user experience. Findings highlight the importance of key design factors
contributing to more creative outcomes
Recommended from our members
2D3D2D: a diagnostic approach to textile and fashion research practice
In the School of Art and Design, at Nottingham Trent University, a range of research methods and practices have developed through PhD and post doctoral study in relation to printed textile design and new technology. Individual research projects have addressed pattern (Bunce 1993); photographic imagery (Briggs 1997); colour (Leak 2001); non-repeating pattern (Carlisle 2003) and 2D/3D (Townsend 2003). Post-doctoral research (Briggs-Goode & Bunce 2001) and Townsend's research into 2D/3D informed a group project and exhibition Transforming Shape (2004). The outcomes created by Gillian Bunce, Amanda Briggs-Goode, Gillian Bunce, Rosemary Goulding and Katherine Townsend explored the relationships between innovative surface imagery and three-dimensional prototypes, based on the simple geometric forms of square, rectangle and circle
- …